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from ed2d import window |
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from ed2d import context |
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from ed2d import sysevents |
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from ed2d.events import Events |
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from ed2d import timing |
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from ed2d.opengl import gl |
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from ed2d import scenegraph |
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class GameManager(object): |
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def __init__(self): |
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self.width = 800 |
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self.height = 600 |
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self.fullscreen = False |
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self.title = "SceneGraph" |
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self.running = False |
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self.fpsTimer = timing.FpsCounter() |
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self.fpsEstimate = 0 |
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self.window = window.Window(self.title, self.width, |
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self.height, window.WindowedMode) |
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self.sysEvents = sysevents.SystemEvents() |
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self.context = context.Context(3, 3, 2) |
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self.context.window = self.window |
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Events.add_listener(self.process_event) |
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gl.init() |
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self.gl_init() |
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def gl_init(self): |
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'''Init opengl-using objects.''' |
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print('MOO') |
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self.sg = scenegraph.SceneGraph() |
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listNode = self.sg.establish([]) |
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print(listNode) |
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stringNode = self.sg.establish('') |
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self.sg.establish({}, parent=stringNode) |
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print(self.sg.root.treeChildren) |
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def resize(self, width, height): |
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self.width = width |
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self.height = height |
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gl.glViewport(0, 0, self.width, self.height) |
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def process_event(self, event, data): |
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if event == 'quit' or event == 'window_close': |
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self.running = False |
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elif event == 'resize': |
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winID, x, y = data |
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self.resize(x, y) |
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def render(self): |
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gl.glClearColor(0.5, 0.5, 0.5, 1.0) |
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gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) |
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self.sg.render() |
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def update(self): |
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pass |
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def exit(self): |
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pass |
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def do_run(self): |
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''' Process a single loop ''' |
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self.sysEvents.process() |
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self.update() |
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self.render() |
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self.window.flip() |
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self.fpsTimer.tick() |
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if self.fpsTimer.fpsTime >= 2000: |
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self.fpsEstimate = self.fpsTimer.get_fps() |
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print("{:.2f} fps".format(self.fpsEstimate)) |
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def run(self): |
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''' Called from launcher doesnt exit until the game is quit ''' |
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self.running = True |
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while self.running: |
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self.do_run() |
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self.exit() |
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